Mandalay Builds post release, your wild optimizations pretty please.

Grand total of 590 hitpoints means
it's pretty much one-shottable, which is more or less the definition of "paper" in the context of ship builds. :)

Edit: ah nvm I can see there's an improved version (2-shottable)
I don't think the paper thing was referring to actually being shot at, but rather in comparison to other minmaxed builds for jump-range. At least how I understood it.
In my explorer I am usually too fast to be shot at...
 
Here's my new Material Gatherer, the LS Hedy Lamarr. It's capable of comfortably collecting encoded, raw, manufactured, Guardian and oldschool Thargoid materials, although I wouldn't take it to an active Spire Site. It's not equipped to enter a maelstrom, so you need something else for that.

The tiny laser is for activating a Guardian Beacon, the flak launcher can carpet bomb Brain Trees.

 
So this is my current setup.


Wondering if anyone has a better build than this? or anyway I can improve on it?
Besides the already mentioned better fuel scoop and AFMU (there's no reason not to):
  • If you replace the 2A power distributor with a 3D one, weight goes from 2.25T to 1.8T, and engines recharge goes from 1.152 MJ/s to 1.44 MJ/s. There are no drawbacks.
  • If you replace the 3D power plant with a 2A one, weight goes from 1.8T to 1.17 T, heat efficiency goes from 0.9375 to 0.46 with just grade-3 engineering (which gives you about the same power capacity).
 
Why not have both?

You can just not scoop to 100 %. Your range does not increase with a different tank

Not scoop to 100%...
That's... I can't do that!
Yeah, smaller fuel tank for the win. ~200 LY total jump range is all it takes to stay out of trouble, and then you don't have to mess with fuel quantities when refuelling at stations or carriers etc. (explorers make the best bubble errand runners, after all) to keep your range up. Although I also don't pause between jumps to get the fuel bar all the way to the top if it doesn't quite fill in normal transit, either.
 
My combat focused builds:

Powerplay ops runner build

Using it for doing all sort of power play related activities right now.
Not as powerful as frag builds on Mamba or Python MkII but at it can deal decent damage before your target runs away (killing opposing power ships). It can also equip 4x Pack-Hounds for the Stronghold Carrier fighter farming I guess.

ModPlasma + Azimuth AXMC Anti-Xeno build

In ~5 people instance it... did something, Hydra killed and 1% club achieved.
You need to be really up close to the Thargoid for that AXMC to do anything to the hearts, especially Hydra's, really gotta watch out for the lightning attack as it is death sentence here.

I thing I want to try is to put 3C Bi-weave with Enhanced+Lo-draw into it and see how it improve things, though I suspect the hitbox will work against me.

Using Shards in the medium or Gauss in the small slots would probably be better but I just love Plasma Chargers (especially when they one-shot scouts), they also don't heat up the ship that much compared to other Guardian weapons.
 
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This is my partially completed build, it is optimised for doing Exploration/Exobiology in the manner I prefer which involves chasing after my FC which is sent 500Ly ahead, for me the optimal leg involves visiting around 10 stars hence this build.


Depending on actual performance in the field I can add more mass to reduce jump range.
 
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